Akarist

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Akarist.jpg

Overview

Akarist is a Circle of Thorns traitor now working with the heroes of Paragon, the first traitor Oranbega has had in aeons. Akarist is a renowned expert in demonic contracts, and his experience goes back to the days when the horde of the demoness Lilitu decimated the isle of Mu, more than 14000 years ago.
So far, Akarist has been an invaluable information source about the history of Oranbega, Mu, and the roots of both villain groups, as well as a number of other magical issues. This makes him a prime target for his former compatriots of the Circle of Thorns, and has made him no better in the eyes of his ancestral Mu enemies either.


Heroes can find him:

Note: During the mission Recover Zoria and Akarist he's presented as a Boss-level ally, but he's actually a Pet.


Villains may find him:


An Archvillain version of him exists in Architect Entertainment. Originally, this incarnation of Akarist was used in Dr. Kahn Task Force, but was eventually removed.

Description

City of Heroes

This Circle's mage gone rogue seems to be trutworthy. Certainly he's provided you with a lot of solid information. But you have to wonder whether you can really trust a man who lives in another person's body.

City of Villains

The infamous Circle of Thorns traitor is your prisoner. Now you just need to escape with him.

Architect Entertainment

The ancient Oranbegan sorcerer known as Akarist was once a mortal man, over 14,000 years ago. In his original body, his magical powers were at their peak.

Dialogue

Akarist will say the following when you encounter him:


During the Find Akarist mission 

Before combat: "I know that you are here, Hero. I know why you are here."
Combat start: "This time we must fight. But should you defeat me, I may have something for you."


During the Help the soul within the crystal orient itself mission 

Before combat: needs data
Combat start: "Surprised to see me again? You shouldn't be!"


During the Recover Zoria and Akarist mission 

Before combat:
Akarist: "For the moment, I stay my hand. Count yourself lucky, Furias."
Agony Mage: "Don't make me laugh, Akarist. You're lucky we don't discorporate you."
Combat start:
Agony Mage: "Destroy the intruder!"
Upon rescue: "For now, I will aid you against my brethen."
If recaptured: needs data
If lost: needs data
If refound: needs data


During the Capture the soul of Akarist mission 

Before combat: needs data
Combat start: "How do you like me now?"
At 75% Life: "Ouch!"
At 50% Life: "Don't make me find a new vessel!"
At 25% Life: "Perhaps we can work this out?"
Defeated: "Oh bother."
After defeating a player: "So sorry, chum!"


During the Kidnap Akarist mission 

Before combat:
Akarist: "It's strange."
Akarist: "This entire dimension is suffused with a mystic power."
Akarist: "As if it was all the construction of a single vast consciousness."
Akarist: "As if we were walking among the dreams of a god..."
Longbow guard: "Uh-huh.
Combat start:
Akarist: "Oh. A villain. Let's get this over with."
Longbow guard: "Not on our watch!"
Longbow guard 2: "Get Character!"
Upon capture:
"I can smell the stench of a demonic contract on you."
"I must assume my services as an expert in that field are demanded?"
"Well, let's get moving before the Rularuu attack again."
If re-rescued by Longbow: needs data
If lost:
"And here I am left to my own devices."
"There are few things as depressing as an incompetant kidnapping."
If refound: "Very well, let's continue this."
Upon reaching exit: "Well, let's see where this leads me."


Powers

As an enemy, he has the usual powers for an Agony Mage:

Powers

GravityControl Crush.png Crush Ranged, Low Smash Damage, Foe Immobilize, -Fly
Creates a localized gravitational field strong enough to Immobilize a single foe. Crush can also bring down flying entities. This power is very accurate and deals some crushing damage over time. All mezzes used by the Agony Mage are only used when foes mez protection is turned on so either turn off mez protection to protect yourself from these high magnitude holds or deal with it and use inspirations.

GravityControl GravityDistortion.png Gravity Distortion Ranged, Foe Hold
Causes a single foe to experience an intensely misshapen gravitation field, rendering them unable to take any action. As previously said in crush this power will only be used when mez protection is on.

ShadowFighting ShadowPunch.png Falchion Melee, Lethal/Negative, Low Damage
This small curved short sword has been enchanted to channel negative energy damage to its victim.

KineticBoost SiphonPower.png Siphon Power (Ranged, Self +Damage) Foe -Damage
The Ruin Mage has siphoned your power and reduced your damage potential to strengthen her own.

FireBlast Inferno.png Kamikaze Suicide Special (Point Blank Area of Effect, Energy)
Circle Mages will detonate themselves in a crisis, and attempt to take a few foes with them. This power is interruptible.

Empathy AbsorbPain.png Absorb Pain Ally +Hit Points, Self -Hit Points
This power has only a tiny endurance cost, but dramatically heals an ally's wounds by sacrificing some of your own health.


As an ally, he has the usual powers of a Fire Thorn Caster:

Powers

FireBlast Flare.png Flares Ranged, Fire, Damage over Time, Fire
A quick attack that throws Flares at the target. Little damage, but very fast.

FireBlast FireBall.png Fire Ball (Ranged) Targeted Area of Effect, Fire
A Fireball consumes a targeted foe, and any other enemy in a tight radius. Anyone in that area is burned and damaged over a short period of time.

FireManipulation RingofFire.png Ring of Fire Ranged, Damage over Time (Fire), Foe Immobilize
Immobilize your target in a Ring of Fire. Deals some Damage over Time. Very accurate! Most resilent foes may require multiple Fire Rings to Immobilize.

FireManipulation Consume.png Consume Ranged, Fire, Self +Endurance
The Caster can Consume some fuel from his nearby enemies to recover Endurance.

FireTrap Soot.png Char Ranged, Foe Hold
Incapacitates a targeted foe at a distance by Charring him with soot and cinders around him.


As an Archvillain, he has the combined powers of the Arch-Mages, complete with their unusual resistances of 75% to all damage, added on top of standard Archvillain resistances.

Powers in Architect Entertainment

  • Resistance
  • Resistance
  • Dominate
  • Mesmerize
  • Psychic Scream
  • Scramble Thoughts
  • Fortitude
  • Stone Prison
  • Earthquake
  • Fossilize
  • Crush
  • Gravity Distortion
  • Siphon Power
  • Absorb Pain
  • Chill of the Night
  • Dark Pit
  • Gloom
  • Tenebrous Tentacles
  • Twilight Grasp

Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes: Rebirth. The content provided may refer to City of Heroes Freedom.
It is provided for historical purposes.